Event Ideas

db0

Bane of Misoids
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After recent discussions, I decided to start thinking of event ideas, especially common events, that we can implement in the future into Dune Wars.

My master thought collection is here: https://wave.google.com/wave/waveref/googlewave.com/w+XMqtelUhC

EDIT: I just found that Gwave is being discontinued. I'm going to port the master list below. Might take a bit to fix the format

Spoiler Guidelines :


Some rules of brainstorming:

  • Defer judgement: Don’t dismiss any ideas. Nothing can kill the spirit of a brainstorm quicker.
  • Encourage wild ideas: The whole point of brainstorming is to come up with new and creative ideas.
  • Combine and improve ideas: No “buts”, only “ands.”
  • Go for quantity: Aim for as many new ideas as possible.


Dune Wars suggestion and links for event brainstorming:

In particular, we should think about Themes from the Dune universe that we want to highlight in events.
Like water shortage, religion as a tool of control, tradition vs reform, the Triumvirate of Emperor, Landsraad and Guild.
And we should create a set of events that highlight the special advantage of each faction by giving them a superior option; we should do this for every event.
We could also do it for leader traits, perhaps? I could imagine Charismatic or Religious or Financial leaders having extra event options, for example.​


Some other themes that might work:

  • In the early game: discovering technological remnants that give you a single more advanced unit (possibly that starts with the Poorly Maintained promotion).
  • Getting a contingent of soldiers from an allied house from offworld.
  • Having an assassin offer their services (create a Sardaukar Operative unit).
  • Having CHOAM audit your spice operation.
  • A wandering preacher from the desert arrives (do you let him speak, have him killed, offer him a position in your service?)
  • Water raiders (create the -water building in city X for Y turns)
  • Finding a water cache, or spice cache.
  • A mass of sandworms showing up in a big spice patch (create 4 sandworm units).
  • A sandstorm that destroys some improvements (sink tiles immune).
  • A new source of groundwater discovered.
  • An offworld ally requests assistance: give money or lose culture/influence.
  • The Houses Minor.
  • Another theme that would be really cool to highlight; deathstills, and Fremen rendering the water of the dead


Suggested Guidelines


  • No-Choice events should be positive (i.e. grant the person something)
  • If an event is negative, it should provide options to allow the player to choose how it affects them (do you want to lose money, water or happiness). This way they can select the least harmful option.
  • Events should reward player choices (Faction, Leader Traits, Civics etc)
  • Events should have some flavour which hints at a living world outside their borders.

A good negative event imho is like this

Negative Event Sample

  • Option one: Moderate harmful effect (eg Lose some money)
  • Option two: Alternative moderate harmful effect (eg Lose moderate amount of culture)
  • Option Three [Particular Faction only]: Make event pretty harmless (eg Unit loses a turn)
  • Option Four [Particular Civic Only]: Make event slightly beneficial (eg Gain a new improvement)

This way, in a negative event, players both have the opportunity to choose how it affects them, and if they have a particulr civic or faction, they get to feel special for their choices

I'm adding some artwork/rules from events in the CCG. This can provide some ideas. If you think of an event to go with the name/art add it below it.​


Spoiler Rare Events :


These events have some requirements to happen and therefore are not very common. On the other hand, they are usually more powerful and always have a significant result

Water Riot
--The situation in [Starving city] has taken a turn for the worse. Thirsty people are rioting for water.
Prereq: Starving City
Obsolete: None


  1. Purchase enough water from the Water Sellers to prevent disaster
    • -100 :gold:
  2. Let the rabble sort it out by themselves
    • City goes in anarchy for 2 turns
  3. We should have sufficient water to share: make our personal supply available. [Requires polar ice resource]
    • Stored :water: reduced by 50%
  4. This is unacceptable. Disperse the mob by force.
    • Permanent +1 :mad: in the city

Spice Market Bust
-- Surplus spice production has temporarily depressed the market price of spice.
Prereq: Spice Industry tech
Obsolete: None

* Add a temporary building to the capital of every civ that adds -1 commerce per spice resource, for 10 turns.
* Sell while you still can!.

Guild Boom
-- An unexpected increase in spice demand has temporarily raised the market price of spice. Could someone be stockpiling?
Prereq: Spice Industry Tech
Obsolete: None

* Add a temporary building to the capital of every civ that adds an extra +1 commerce per spice resource, for 10 turns.
* Take advantage of the situation and increase our prices.


Smuggler Activity
-- Reports indicate that smugglers are harvesting spice near <cityname>.
Prereq: Harvester improvements
Obsolete: None

* Send troops to secure operations
* -30 Gold
* Convince the smugglers to work for us. [Requires Ecaz civ]
* Gain a free smuggler unit in <cityname>
* This will not stand. Attack the smugglers!
* Create barbarian vulture thopter and suspensor gunship on the tile
* Ignore them, I have more important concerns.
* Spice resource is removed on the tile where the event is triggered


Rage Against the Machine
-- An angry mob has gathered in <city>, enraged that your technological innovations are testing
Prereq: Automated factory or Computerized research lab
Obsolete: None

* Thou shalt not build a machine in the likeness of man. Let the mob vent their rage.
* Destroy the factory or research lab.
* Technology is but a tool, we must use every advantage we can. Protect the equipment at all costs.
* -1 population in <city>. +1 permanent unhappy in <city>
* Assure the public there is nothing to fear. [Requires Charismatic trait.]
* No effect.
* Our House's prosperity rests on innovation and development. The public must realize this. [Requires House Ix or Ordos civilization.]
* No effect.


Trade expansion.
-- Trade is the lifeblood of the galaxy, and CHOAM is the center of all trade. CHOAM seeks to expand its profits by constructing a new spaceport in <cityname>.
Prereq: City with CHOAM religion and Offworld Trade tech.
Obsolete: None

* Adds a spaceport to <cityname>.

Ahriman said:
Alternatively, have it add a CHOAM outpost or directorship, or a landing stage.

We could have similar events that boost happiness and influence in Imperial cities, that boost water production in Shai-Hulad, that extinguish all other religions in Qizarate, that add a bunch of free zealots to Mahdi.

The Spice must flow
-- Someone has noticed your efforts to terraform Dune and they are not pleased by it. An unidentified batallion has just landed on our territories.
Prereq: Dune Paradise civic and a grassland tile
Obsolete: None

* 2 Barbarian Sardaukar units and 1 Suspensor Frigate are created on a grassland tile in your territory.

A cache of crysknives
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. As fortune has it, it looks like they were some kind of elite combat unit carrying crysknives
Prereq: Fanaticism tech
Obsolete:

* We shall use these weapons to bring fear into the hearts of our enemies [Fremen only]
* Create a Naib's Chosen unit.
* This is an opportunity to make a quick coin. Sell them to the highest bidder
* +50 Gold.


A cache of lasguns
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. As fortune has it, it looks like they were some kind of high-tech unit carrying lasguns.
Prereq: Maula Troopers tech
Obsolete: Lasgun troopers tech

* The weapons are in bad state but they can still be sold for spare parts.
* +50 Gold
* Old technology can be restored with patience [House Ix Only]
* Create a lasgun soldier unit with the "poorly maintained" promotion.


A cache of rifles
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. They seem to have been a house's batallion and their weapons are still serviceable.
Prereq: First guardsman tech?
Obsolete:

* Create an advanced infantry unit in the nearest city.


Abandoned Vehicles
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. A bunch of high-tech vehicles have been almost reclaimed by the sand.
Prereq: First vehicle tech?
Obsolete:

* The vehicles are not serviceable but they can be sold for spare parts.
* +50 Gold
* There's nothing that cannot be repaired with our intelligence [House Ordos Only]
* Create a Roller unit.


Abandoned Thopters
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier battle. Fallen thopters litter the land where a dogfights must have taken place in the past. Among them, you find some in better confiiton.
Prereq: Combat Ornithopters tech
Obsolete:

* The vehicles are not serviceable but they can be sold for spare parts.
* +50 Gold
* What is working between them can be made to one whole [House Atreides Only]
* Create a Buzzard Thopter unit with the "Poorly Maintained" promotion


Abandoned Artillery
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier siege. A bunch of high-powered weapons are littered among the bleached bones of fallen soldiers.
Prereq: Chemical Explosives tech
Obsolete:

* Someone on the market is sure to have some good use for these.
* +50 Gold
* How delightfully destructive! See what we can salvage. [House Harkonnen Only]
* Create an Assault Cannon unit with the "Poorly Maintained" promotion.


Landsraad intrigue.
-- A motion in the Landsraad would deprive us of spice harvesting rights near <cityname>.
Prereq: High Council tech and City with spice resources nearby
Obsolete: None

* "Our hands are tied, there is nothing we can do."
* Destroy all spice resources in BFC of <cityname>.
* "Any decision can be changed by a well-placed solari. Spread some bribes around to exclude our holdings from the motion."
* -100 gold.
* "Use our political allies to ensure that the motion fails."
* Add +100 culture in <cityname>. [Requires Bene Gesserit.]
* "Fools. Crush the motion with our veto."
* No effect. [Requires Corrino.]


Palmery
-- We have discovered a cache of water near <cityname> with a handful of scraggly palms - many thousands of litrejons.
Prereq: Requires Way of Liet tech
Obsolete:

* 1. Bring the water to <cityname> Water is life.
* +30 water in <cityname>
* 2. Use the water to sustain the trees. Every drop must further the path to Paradise. [Requires Arrakis Paradise civic.]
* Add a Palmery building to <cityname>.
* The water belongs to the people. Spread the good fortune [Requires House Atreides]
* +1 Permanent hapiness in city



Spoiler Common Events :

These events do not need high tech or specific conditions and therefore are likely to happen far more often. They should have minimal impact on the game if the player doesn't wish to.

Assembly of Lords
-- The nobles of Dune are assembling and you've been invited as a person of some importance
Prereq: None
Obsolete: None

* I have no time to spare on those pampered fools.
* -10% culture production for 5 turns. +20 hammers on your capital.
* You have insulted the influential people of Dune but you used this time productively.
* I'll be delighted to attend and catch up with those esteemed personas.
* +10% culture production for 5 turns
* You take the opportunity to show your exquisite manners.
* I absolutely insist this occurs at our capital [Corrino Only]
* -30 Gold, +20 culture on your capital for 5 turns.
* You arrange grand ball which shows your superior culture.



Coriolis Storm
-- Our <unit> has been caught in a brutal Coriolis Storm. What shall we do?
Prereq: Unit in a desert tile
Obsolete: None

* Try and out run the storm, to get to safety.
* 50% chance unit destroyed, 50% chance no effect.
* Hunker down and wait it out.
* Unit takes 50% damage.
* Meld in the sand my brothers [Fremen Only]
* Unit loses next turn.

Insect infestation
-- A <Dune insect> has infested the area around <city> and its causing issues in our moisture gathering
Prereq: None
Obsolete: None

* We have no time to deal with this, let it run its course.
* -1 water production for 5 turns
* Pay some locals to exterminate the mass of them.
* -10 Gold
* Use our conservation technology to direct the insects to a restricted area where they can then be bred safely.
* -50 Gold. Creates a new insect resource around the city.

A wounded visitor
-- A member of a local tribal expedition has stumbled wounded into <our city name>. Apparently they were caught by a Sandworm and he's the only survivor.
Prereq: None
Obsolete: None

* Help him get back on his feet and have him on his way
* +1 Happiness on [city] for 10 turns.
* Word of your benevolence spreads around the location.
* Filthy tribals. Help him only if he provides something of use.
* +1 Production for 10 turns as he repays his debt.
* Ah perfect, a new volunteer for the arena [Harkonnen only]
* +1 Happiness, +2 Gold in [city] for 10 turns
* He fought well, but not well enough.
* Introduce him into our cause. [Fremen Only]
* New Fremen special combat unit spawn in <city>


Unhappy workers
-- "A group of skilled spice workers in <cityname> are unhappy with their conditions, and are threatening to leave Arrakis."
Prereq: Spice Industry tech
Obsolete: None

* So be it, let them leave.
* No effect.
* Offer to double their salaries and improve their working conditions.
* -100 gold. create three spice resources with harvesters improvements built on them within your territory.
* Round up the ringleaders and kill them. The rest will fall into line." +3 unhappy in <cityname> for the next 20 turns.
* Create three spice resources with harvesters improvements built on them within your territory.

Survivors
-- Our patrols found a group of injured men in the desert near <cityname>, survivors from from a crashed thopter.
Prereq: None
Obsolete: <some early game tech - maybe Dune topography?>

* "See to their injuries, and see if any will join us."
* Gain an infantry unit in <cityname>.
* "Spare them, and then let them work off the debt we owe them."
* Gain two slave units in <cityname>.
* "Their water must be saved. Finish the wounded and bring them to the deathstills."
* +15 water in <cityname>. Requires Fremen.


House Minor: fealty
-- We have come across the remnants of one of the Houses Minor, who have survived the Catastrophe. They are being hunted by the <civname>, and offer their fealty in exchange for protection.
Prereq: A barbarian city and contact with another civ
Obsolete: None

* Allies are always useful. Attack the <civname>,
* <barbarian city> and all units in it become yours. Declare war on <civname>.
* Arrakis is harsh enough without borrowing the troubles of others. Stay well away."
* No effect.
* We will assist - but we don't work for free. Work out a contract, and then organize the attack. [House Ordos Required]
* <barbarian city> and all units in it become yours. Declare war on <civname>. +100 gold.


Water efficiency.
-- An able tech-man suggests an innovation that will improve our water efficiency near <cityname>.
Prereq: Windtrap Improvement OR Groundwater Well Improvement OR Dew Collector improvement.
Obsolete: None


  1. Good, give him what he needs to implement the improvement.
    • +1 water income in tile with the improvement
    • -30 :gold:
  2. Let him show us how it works, and then improve on it" [House Ix nly]
    • +2 water in tile with the improvement.
  3. Promote him, this is the kind of man we need. [Requires: Meritocracy civic.]
    • Add a free techman specialist to <cityname>


The Prophet

-- A crazed prophet from the desert has been spotted in <cityname>, preaching a return to the old ways. His speeches attract a growing following.
Prereq: None
Obsolete: None

* He may rile up the populace, but they will tire in time. Let him speak.
* <cityname> goes into anarchy for 2 turns.
* "His words undermine our rule. Have our clerics brand him as a heretic and disperse the crowd" [Requires theocracy civic.]
* -1 unhapiness in city for 10 turns
* One of the Chosen! Welcome him as a brother. [requires Shai-Hulad state religion.]
* Gain free priest specialist in <cityname>.
* Silence him. Quietly. [Requires War of Assassins civic]
* -20 Espionage.


Rogue agent.
-- A Rogue agent from <civname> has contacted us about defecting...for a price
Prereq: None
Obsolete: None


  1. A rogue agent cannot be trusted. He will do the same to us. Ignore him.
    • No effect.
  2. Make sure he has valuable information and then reward him accordingly
    • +100 :espionage: against <civname>. -50 :gold:
  3. Take him in, and use him as a double agent. [Requires War of Assassins civic.]
    • +200 :espionage: against <civname>
  4. Take him to the torture chamber and make sure he spills everything he knows. The discard him. [Requires House Harkonnen]
    • +120 :espionage: against <civname>.


Gardens
-- A new fashion is spreading on Arrakis, where wealthy nobles built opulent gardens and fountains. Many nobles in <cityname> are demanding more water.
Prereq: None
Obsolete: None

* Allow the nobles to build their fountains - we need these people.
* Permanent -5% water in <cityname>, +5% culture in <cityname>
* Refuse the water, even if this angers the nobles.
* Permanent +1 unhappy, -10% culture in <cityname>.
* None of our people would waste water on such frivolity. [Requires Water Discipline civic.]
* No effect.


Unhealthy Goods
-- Smugglers have been active around <cityname> and selling some highly toxic narcotics. What should we do?
Prereq: None
Obsolete: None


  1. Put our agents in rooting their operations out and driving them out of the area.
    • -100% :espionage: in <cityname> for 20 turns.
  2. Ignore them. Whoever buys this, is worth his fate.
    • Permanent +1 :mad: in <cityname>.
  3. Increase patrols and checks. Don't let any of this stuff in. [Requires Guardhouse]
    • No effect.
  4. I need to get me some of that s--t! (Your skill in chemistry allowed you to create a new version of the drug that improves productivity.) [Requires House Ecaz]
    • Permanent +1 :yuck: and +20% :hammers: in <cityname>.


Unwelcome Visitors
-- Smugglers have been active around <cityname> and selling some highly volatile explosives to reactionaries. What should we do?
Prereq: None
Obsolete: None


  1. Put our agents in rooting their operations out and driving them out of the area.
    • -100% :espionage: in <cityname> for 20 turns.
  2. We don't have time to waste rooting them out.
    • Permanent +1 :mad: in <cityname>.
  3. Increase patrols and checks. Confiscate anything suspicious you find. [Requires Guardhouse]
    • No effect.
  4. Get in contact with them and offer them a job. Then tax them. [Requires House Ecaz]
    • Gain a free merchant specialist in <cityname>


Unruly Locals
-- Local tribals have been visiting <cityname> and using up our water reserves.
Prereq: None
Obsolete: None


  1. Put our agents to riling up xenophobia in the populace to stop them blending in.
    • -100% :espionage: in <cityname> for 20 turns.
  2. There's nothing we can do about locals.
    • Permanent -5% water in <cityname>.
  3. Lockdown the city. Require travelling papers to let people through. [Requires Guardhouse]
    • No effect.
  4. Send out one of our sisters to "talk" to them. Convince them to join our cause.[Requires Benne Gesserit]
    • Population in city increases by 1.

Water customs.
-- A great banquet is held in <cityname>. By custom, the guests spill water onto the floor with is mopped up with towels, whose drippings are then sold to the poor.
Prereq: None
Obsolete: None

  1. "Who am I to change Tradition? Allow the custom to stand."
    • +20gold.
  2. End this disgrace, it has no dignity. All supplicants who visit the palace will receive a cup of water for free.
    • +1 :) for 10 turns
s.

Disease.
-- A virulent disease outbreak has occurred in <cityname>.
Prereq: None
Obsolete: None

  1. Implement a quarantine, and hope for the best.
    • -1 population in <cityname>. +1 permanet :yuck: in <cityname>
  2. Purchase the services of the Suk Doctors, who can find a cure before the disease spreads too far.
    • -150 :gold:. Requires Suk training tech (I forget the precise name).
  3. Our medical infrastructure leaves us well prepared, we can halt the spread of the disease. [Requires Hospital building.]
    • No effect.
  4. Our gene-tweaked nature makes us immune, only the resident Powindah will be affected. [Requires Tleilaxu.]
    • No Effect





Spoiler Work In Progress :

These are half-formed ideas for events. Feel free to expand on them.

Water Seller's Monopoly
-- The Water Sellers are not happy that their monopoly is challenged by houses having their own operation in the pole.
Prereq: City in the polar region
Obsolete: None

Philanthropy Drive

CHOAM Insolvency

Spice Miner's Strike
-- Recent events have forced the hand of the Miner's Union which is now refusing to work.
Prereq: Built Spice Miner's Guild
Obsolete: None


The spoilers above will keep being updated as more ideas are added in the thread.
 
Great job, lots of interesting stuff here.

Water Riot

I like the concept, but I don't think beer works. Its too narrow to have the city in starvation; this is very rare.
Also, what do you mean by "city becomes stagnant for 2 turns"?
I'd change to:
"The situation in <cityname> has taken a turn for the worse. Thirsty people are rioting for water."
1. "Purchase enough from the Water Sellers to prevent disaster." -100 gold.
2. "Let the rabble sort it out for themselves." City goes into anarchy for 2 turns.
3. "We should have sufficient water to share: make our personal supply available." Requires polar ice resource. reduces stored water by 50%.
4. "This is unacceptable. Disperse the mob by force." Permanent +1 unhappy in the city.

Guild Stockpiling
Guild Surplus
The Guild referred to by the card is the Spacing Guild.
A spice miners guild is a labor union. I don't think it would make sense for them to stockpile spice, I don't think they could legally do so.
I don't really see these options working well either; losing all income from spice (could be half your economy) or increasing it 40% is just too much.
Messing with Landing zones doesn't do anything either; once they're constructed, all they do is give the trade route bonus. The resource comes from a Contract building. And I don't think removing these contracts temporarily would be very much fun, and it would be very messy.

How about instead:
Spice market boom:
"An unexpected increase in spice demand has temporarily raised the market price of spice. Could someone be stockpiling?"
Add a temporary building to the capital of every civ that adds an extra +1 commerce per spice resource, for 10 turns.

Spice market bust:
"Surplus spice production has temporarily depressed the market price of spice."
Add a temporary building to the capital of every civ that adds -1 commerce per spice resource, for 10 turns.

Smuggler Activity
I like the idea, but the effects are too broad and complex. Its hard to change city maintenance through events, and its hard to call "all cities with harvester improvements", since improvements are not actually a property of a city.
Much easier to trigger the event on a tile within your territory that has a spice resource and a harvester.
"Reports indicate that smugglers are harvesting spice near <cityname>."
1. "Ignore them, I have more important concerns." Spice resource is removed on the tile where the event is triggered.
2. "Send troops to secure the operation." -30 gold.
3. "This will not stand. Attack the smugglers!" Create barbarian vulture thopter and suspensor gunship on the tile.
4. "Convince the smugglers to work for us." Requires Ecaz civ. Gain a free smuggler unit in <cityname>.

Assembly of Lords
Seems good to me.

Coriolis Storm
I'd tweak it slightly. Otherwise 2 is clearly superior to 1.
"A Coriolis storm is bearing down on our forces."
1. "Try and out run the storm, to get to safety." 50% chance unit destroyed, 50% chance no effect.
2. "Hunker down and wait it out." Unit takes 50% damage.
3. "Meld into the sand my brothers." Requires Fremen. Unit loses next turn.

Insect infestation
Seems a bit dull.
If we're going to have an agricultural thing, why don't we make it affect imported crops like cereals?
I could imagine events that create or remove one of these exotic crops (blight).
 
Good thoughts. I don't have much to argue except a few bits.

I like the concept, but I don't think beer works.

heh, I'm trying to insert some humor in the events as well. This was supposed to be a paraphrase of "Let them eat cake" ;)

Also, what do you mean by "city becomes stagnant for 2 turns"?

Stagnant is the situation a city is in when it's neither growing nor starving (The food bar displays "stagnant". I thought that since you support the people via imported water, the water supplies won't go down. But perhaps this is trickier to code in which case the ideas below are an easier implementation.

The Guild referred to by the card is the Spacing Guild.

D'oh! You are right, of course.

How about instead:
Spice market boom:
"An unexpected increase in spice demand has temporarily raised the market price of spice. Could someone be stockpiling?"
Add a temporary building to the capital of every civ that adds an extra +1 commerce per spice resource, for 10 turns.

Spice market bust:
"Surplus spice production has temporarily depressed the market price of spice."
Add a temporary building to the capital of every civ that adds -1 commerce per spice resource, for 10 turns.

I thought we were going to multiple-choice events. Are single choice ones also good to have? In that case I have a lot more ideas to add :)

Incidentally, the above was closer to my initial idea but I was trying to figure out a way to make them multiple-choice, which is why I involved the Landing zones.

I like the ideas above as well, but having events which involve the Spacing Guild could also be interesting and hint to the existence of stuff outside the world, and how much spice affects them. I think a few events being triggered only when you have a landing zone built would also be fun. I'll cook something up.

Seems a bit dull.
If we're going to have an agricultural thing, why don't we make it affect imported crops like cereals?
I could imagine events that create or remove one of these exotic crops (blight).

I don't follow. The idea was to have an event that has a chance to create an exotic resource (those insect resources. Don't remember their name).

Also all common events might be a bit dull because they're not very powerful. They're mostly to add some flavour. I reserve the powerful effects for the rare ones. I took ideas from the FFH2 event ideas thread where some very simply ones were also proposed (Don't know if they were selected in the end of course)
 
Are single choice ones also good to have?
Yes. There should be a mix of both.

The idea was to have an event that has a chance to create an exotic resource
The insect resources are not exotic to Arrakis; they are native.
"Exotic" in an agricultural/forestry sense means non-native plants.
My idea was: the native plants and insects are designed to suit Dune's climate.
The exotic imports (cereals, coffee) aren't; they're much more likely to suffer from shocks.

Also all common events might be a bit dull because they're not very powerful. They're mostly to add some flavour. I reserve the powerful effects for the rare ones.
I think that all events should be mostly for flavor, and that we should not have any really powerful events. Remember that, unlike most mods, players won't be able to turn Events off without messing up core gameplay mechanics.
 
I think we should also link this post into the thread: http://forums.civfanatics.com/showpost.php?p=9545707&postcount=7
Lots of ideas here.

In particular, we should think about Themes from the Dune universe that we want to highlight in events.
Like water shortage, religion as a tool of control, tradition vs reform, the Triumvirate of Emperor, Landsraad and Guild.

And we should create a set of events that highlight the special advantage of each faction by giving them a superior option; we should do this for every event.
We could also do it for leader traits, perhaps? I could imagine Charismatic or Religious or Financial leaders having extra event options, for example.

Events might also be an interesting way of playing up Paradise vs Spice issues. We toyed a long time ago with the Guild transporting soldiers to sabotage terraforming; this is easily accomplished with events that trigger only on grassland tiles that create barbarian units (with the raider promotion perhaps?).
 
Ok, I've made some changes as to your suggestions.

The insect resources are not exotic to Arrakis; they are native.

Misunderstanding. When I said "exotic", I meant a non-empty tile. I.e. this is an event which will simply grant the player a new insect resource in the tile (If they have the appropriate technology).
If you don't, you either lose a bit of gold or a bit or growth.

My idea was: the native plants and insects are designed to suit Dune's climate.
The exotic imports (cereals, coffee) aren't; they're much more likely to suffer from shocks.

That is also a good idea, but there's no reason we can't have both :)

I'm still not very familiar with the mod though, do people find exotic resources around the world as normal or is there another mechanic at work? Which resources are the exotic ones?
 
I think we should also link this post into the thread: http://forums.civfanatics.com/showpost.php?p=9545707&postcount=7
Lots of ideas here.

In particular, we should think about Themes from the Dune universe that we want to highlight in events.
Like water shortage, religion as a tool of control, tradition vs reform, the Triumvirate of Emperor, Landsraad and Guild.

And we should create a set of events that highlight the special advantage of each faction by giving them a superior option; we should do this for every event.
We could also do it for leader traits, perhaps? I could imagine Charismatic or Religious or Financial leaders having extra event options, for example.

Events might also be an interesting way of playing up Paradise vs Spice issues. We toyed a long time ago with the Guild transporting soldiers to sabotage terraforming; this is easily accomplished with events that trigger only on grassland tiles that create barbarian units (with the raider promotion perhaps?).

All good ideas. The good thing with the Google Wave format I chose is that it's easy to update and modify the existing ideas. I'm going to keep pumping them out, even as simple ones and then more knowledgeable people of the world and the mod can tweak them to perfection ;)

For example, I may post many ideas which don't have something special for any faction, simply because I am not very familiar with all of them, but as with the smugglers example, the idea immediately came to you to relate them to the Ecaz ;)

So I'd say not to worry too much about guidelines until we have at least a good bunch of event ideas. In fact, I think I'm going to start just writing some Event Titles and a basic concept and then figure out if there's a way to make them into a good event, and if I can't, perhaps someone else will get the idea instead.

Water Seller's Monopoly
The Water Sellers are not happy that their monopoly is challenged by houses having their own operation in the pole.

Spice Miner's Strike
Recent events have forced the hand of the Miner's Union which is now refusing to work.

etc.

Ideas feed ideas so to speak. The more we pump out, the more it inspires others to be creative in turn and build upon the ideas of others.
 
I've updated the Wave with more ideas and some of the suggestion guidelines.
 
The good thing with the Google Wave format I chose is that it's easy to update and modify the existing ideas.
I think it might be easier to use this forum than elsewhere.

I would add all the ideas inside Spoiler tags in the first post in this thread, and keep editing them there as you update ideas.

That way, its easier for other developers and fans to see what is happening and make suggestions in this thread.

Another great way to do events is to reference particular events from the books.
For example:
"While touring Spice harvesting operations by 'thopter near <cityname>, you come across a harvester whose carryall is nowhere to be found. A worm approaches!"
1. "Save as many of the crew as we can. It is men that matter, there is always more spice."
Permanent +1 happy in <cityname>
2. "Save the spice, the crew can be replaced." +50 gold.
3. "Save as much equipment as we can. With enough equipment, we can harvest more spice." +40 hammers in <cityname>

Another theme that would be really cool to highlight; deathstills, and Fremen rendering the water of the dead.
 
We can also improve the flavor of the religions using Events.

eg:
Rage against the machine
Requires: Automated factory or Computerized research lab present in <city>
"An angry mob has gathered, enraged that your technological innovations are testing
1. "Thou shalt not build a machine in the likeness of man. Let the mob vent their rage." Destroy the factory or research lab.
2. "Technology is but a tool, we must use every advantage we can. Protect the equipment at all costs." -1 population in <city>. +1 permanent unhappy in <city>
3. "Assure the public there is nothing to fear." No effect. Requires Charismatic trait.
4. "Our House's prosperity rests on innovation and development. The public must realize this." No effect. Requires House Ix civilization.

Trade expansion.
Requires: city with CHOAM religion. Requires offworld trade tech.
"Trade is the lifeblood of the galaxy, and CHOAM is the center of all trade. CHOAM seeks to expand its profits by constructing a new spaceport in <cityname>.
Adds a spaceport to <cityname>.

Alternatively, have it add a CHOAM outpost or directorship, or a landing stage.

We could have similar events that boost happiness and influence in Imperial cities, that boost water production in Shai-Hulad, that extinguish all other religions in Qizarate, that add a bunch of free zealots to Mahdi.
 
I think it might be easier to use this forum than elsewhere.

I would add all the ideas inside Spoiler tags in the first post in this thread, and keep editing them there as you update ideas.

That way, its easier for other developers and fans to see what is happening and make suggestions in this thread.

This would mean that nobody would be able to assist in editing, even if they wanted to. I will be the only one who would be able to update the master list.

Both options are just one click away, with the difference that the Gwave requires a few secs of loading ;)

Also, the Gwave has the very good benefit of being able to add comments inside the main content. Just right click anywhere and "Add comment". All those ideas that you've mentioned, where you had to quote the sections, can be done under each idea directly. This way, people browsing the ideas can see the discussion that happened for it immediately and they do not have to go through a huge thread ;)

I've added some to point out how this can work. Obviously a whole discussion is better than a link to a forum. For example, I added you idea about boosts along with a comment for future ideas.

Also, I was itching for an opportunity to try out Gwave for something that it's useful. :)
 
Gwave seems like an interesting idea, except it requires a Chrome plugin to view. I am a little suspicious to add new plugins, so I will probably follow the discussion on the forum only. YMMV.
 
Gwave seems like an interesting idea, except it requires a Chrome plugin to view. I am a little suspicious to add new plugins, so I will probably follow the discussion on the forum only. YMMV.

Huh? I didn't know it required a plugin. For Firefox it doesn't need one.
 
This would mean that nobody would be able to assist in editing, even if they wanted to. I will be the only one who would be able to update the master list.

I will gladly keep a master list in my first post in this thread.

But these are just ideas; anything final would have to be made by whoever was actually going to code events - probably David or Deliverator, if anyone.

So I think a Master list is not so important; anyone coding events will probably just look through suggestions in this thread to pick out their favorite/easiest to implement ideas.
 
Gwave seems like an interesting idea, except it requires a Chrome plugin to view. I am a little suspicious to add new plugins, so I will probably follow the discussion on the forum only. YMMV.


I just downloaded Chrome and checked. Didn't ask me for a plugin :-/

Did you perhaps try to view it with Internet Exploder or Opera? If so, that is likely to be problematic but you can still go ahead and try to see it (There's a link on the bottom)

I will gladly keep a master list in my first post in this thread.

It's a duplicate effort to tell you the truth.

So I think a Master list is not so important; anyone coding events will probably just look through suggestions in this thread to pick out their favorite/easiest to implement ideas.

This is true, which is why I'm not so bothered in tweaking ideas to the exact decimal for balance or anything. However a master list is useful to have an overview of all the ideas that have been proposed.
 
Did you perhaps try to view it with Internet Exploder or Opera? If so, that is likely to be problematic but you can still go ahead and try to see it

Yes, IE is the browser I use. Plugging in Chrome to IE, to see a Gwave page, seems complicated.
 
Added some more events. There's a new type I'm creating based on previous suggestions.

Spoiler :
A cache of crysknives
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. As fortune has it, it looks like they were some kind of elite combat unit carrying crysknives [Requires turn less than 50]

* We shall use these weapons to bring fear into the hearts of our enemies [Fremen only] * Create a <fremen melee unit - whatsitcalled>.
* This is an opportunity to make a quick coin. Sell them to the highest bidder * +50 Gold.


A cache of lasguns
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. As fortune has it, it looks like they were some kind of high-tech unit carrying lasguns. [Requires turn less than 50]

* The weapons are in bad state but they can still be sold for spare parts. * +50 Gold
* Old technology can be restored with patience [House Ix Only] * Create a lasgun soldier unit with the "poorly maintained" promotion.


A cache of rifles
-- As you start once again to explore the ravaged landscape, your scouts come upon the remains of an earlier expedition. They seem to have been a house's batallion and their weapons are still serviceable. [Requires turn less than 50]

* Create an infantry unit in the nearest city.

I have a problem in that I can't remember the name of the units, buildings, promotions and the technologies and thus I can't write the correct descriptions. I know that they exist but I can't remember what they are called. There isn't somewhere outside the game where I might get a look into Dune War's civilopedia is there?

Yes, IE is the browser I use. Plugging in Chrome to IE, to see a Gwave page, seems complicated.

Problem is that IE is just not a good browser and it does not follow the web standards and new technology to the necessary extent.
 
A cache of crysknives
I'm not sure that this unit concept works. What makes a Crysknife fighter or any of the other Fremen elite units isn't just the weapon, its the training and lifestyle. In particular, these units are all wormriders. It would feel very wrong to me if say Harkonnens came across a bunch of crysknives and this somehow let them get a military unit that could ride sandworms.

A cache of lasguns
I like this one. I'd still put a minimum tech requirement on it to avoid it being *too* overpowering. The tech for Maula guardsmen at least.

There isn't somewhere outside the game where I might get a look into Dune War's civilopedia is there?
Nope, sorry.
I forget a lot of the details too sometimes without my version.

Problem is that IE is just not a good browser
I don't think that people are going to change browser just to collaborate on this.
Much easier to keep it all in this thread.
 
I'm not sure that this unit concept works. What makes a Crysknife fighter or any of the other Fremen elite units isn't just the weapon, its the training and lifestyle. In particular, these units are all wormriders. It would feel very wrong to me if say Harkonnens came across a bunch of crysknives and this somehow let them get a military unit that could ride sandworms.

Well, this option IS only for Fremen after all, and all their melee fighters are wormriders anyway :)

I like this one. I'd still put a minimum tech requirement on it to avoid it being *too* overpowering. The tech for Maula guardsmen at least.

In that case it would have to become a rare event I believe. I don't know if a 10 STR guardsman at the early game will be so overpowering, but another option (to keep with the theme) would be to have a special promotion to go with this unit which cuts its power by 50% (thus you get a 6 STR unit which is manageable)
 
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